OK... It's That Time Again!!! Guess This Engine
Miscellaneous Forums/General Discussion/OK... It's That Time Again!!! Guess This Engine

which game engine is this shot from...
--Mike
I don't know, but it looks like a screenshot from Joint Operations - which is a few years old now.
Blitz3D with BlitzTree? Although Blitz3D can do a lot better than that...
HyperX Blackfield v2.0 engine.
Seriously, it looks dated, and voxel based.
Nah, that's not a voxel engine. The lines are just not anti aliased :-)
elizsa
We Have A Winna!!!
Sebastian "RisingRealms" Erbin... Come On Down!!!
yup... it's Blitz3D, and yes i pushed the developer into releasing and early wip shot... the newer stuff promises to be a much improved example of what can be done with Blitz3D...
what i liked about it was the reported speed, large expansive vistas while maintaining a super hi frame rate...
... and of course, the fog, the way it seems to descend and hug the valleys.
this is good... it got a few people :)
--Mike
Red, is the sound finished on your game?
nope... not close to being finished... why...
currently i'm in the midst of learning the ins and outs of making 'music' with Garage Band trying to come up with a base theme backround score...
sounds for effects like wind, waves, engines are done... but there's a lot of stuff remaining...
today will be dedicated to doing some work with some 3d stuff of which i cannot divulge any details, and organizing tons of paperwork for my lawyer in my impending divorce... so the sound stuff is most likely gonna take a back seat for at least another week...
--Mike
Hopeing you could recomend a good sound engine
There was a big clue in it for me so I never posted earlier....
Cool and moody shot!
Red,
Ive been thinking about your sub game. (HA, not even thinkging about my game, let alone programing). And I would like to ask you a serious "Sub Sim" question
Now, in all the Sub stuff I Know about (This Is all films and books, not real sub experiance), its sound that is the most inportant thing. Whenever the crew are searching for something, they are.
1) On deck looking at the sea and the sky.
2) Underwater looking at a reflection of the sea and the sky
3) Listening really really carefully to some machine that lets them know were things are.
Now I can understand where good graphics are important, like say the map room, or for cut-views of comming in to dock, or the ship exploading and sinking. Most of these however are just gloss, ontop of the gameplay. And wouldnt be needed in a "Sim", (Ok the maproom would)
Also my understanding is that the game is to hunt other subs, so wouldnt most of the game play be audio?
Didnt think you would fool anyone myself Mike ;)
I have placed 3 terrain shots in the gallery over the years,,2 of them using this same media.
"Blitz3D with BlitzTree? Although Blitz3D can do a lot better than that... "
I tried blitztree,but it was alot slower with that amount of tree's...course it did look better.
The problem isnt blitz doing alot better,but me...(mediocre coder at best)...lol
Point was to keep the Fps up with that view distance, which I did manage 70+ even when at ground level while viewing the Grass and other plants as well as the tree's.
But ill try and "pretty" it up a bit.
Sam
so wouldnt most of the game play be audio?
Coupled with lots of shots of sweating faces, with 'are we about to die' looks :)
aaaahhh, we fooled a few... Cygnus would know 'something was up' as soon as he saw it, so i didn't think he'd be fooled...
and Mustang liked it... that's all that really counts :)
i thought it looked really great... very atmospheric...
that's the hardest thing to get in a 3d scene, and it really is one of those important, intangibles, that people will remember...
HK... you've got it pretty much down... but there's a few things that you've gotta take into consideration...
first, WWII submarines operated much different from the COld War subs and the ones that operate today...
i WWII the sound technology was pretty much just getting started, so much of the detection and targeting on both sides were done with the old reliable mark1 eyeball... subs mostly stayed on the surface back then, and that's what made em vulnerable to attack...
today, once a sub goes under, they may not see daylight for months... and sound detection is more of a factor...
but this to is misleading, as sonarmen don't listen as much as they look in todays subs... electronic displays of sounds that people can't even here are displayed in front of the sonar operators, who use this information to track their unseen targets...
and that's where the fun comes into play... and the graphics, to an extent...
but what Tom mentioned is what you wanna go after in the old subs... the closed, confined, claustrophobic feeling of being literally trapped inside a metal tube...
ya gotta convey that level of immersion, or else it might as well be WWII on jones beach... ya gotta make the player feel that he is aboard a sub... almost to the point where he'll start sweating... you've gotta make the interiors seem real enough, with enough to do, to keep the sub skipper convinced that he is 300 feet below the sea, inside his own confined world, trying to evade an enemy above, who also can't see him... jjust as he can't see out...
that's why the things that he can see must impact the visual senses and force the illusion of confinement to a high degree...
that's what i'm looking for...
i know... it's a lil bit crazy... an obsession... shoot me now, and free me from my eternal misery :)
--Mike
Ive no problem with the obsession, what I wanted to say, was whilst you are looking for a good graphics engine, why not program the sound platform. I undestand what you are saying.
But arent you therefore implying that the graphics are leading the sounds, as appossed to the graphics "Reacting" to the sounds. Obviosly niether is wrong, but as you are stuck on the graphics, why not move over to doing the sound. If you can close your eyes and it "Sounds" like a submarine, arent you then halfway there?
I normaly add sounds at the end, but I think thats because my hearing has deteriated more than my sight, and I give a unbalanced advantage to sight.